summaryrefslogtreecommitdiff
path: root/platform/iphone/joypad_iphone.mm
blob: 9c2feeaaca8ffa1741b2d46d310fdb67329795d8 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
/*************************************************************************/
/*  joypad_iphone.mm                                                     */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#import "joypad_iphone.h"

#include "core/config/project_settings.h"
#include "drivers/coreaudio/audio_driver_coreaudio.h"
#include "main/main.h"

#import "godot_view.h"

#include "os_iphone.h"

JoypadIPhone::JoypadIPhone() {
	observer = [[JoypadIPhoneObserver alloc] init];
	[observer startObserving];
}

JoypadIPhone::~JoypadIPhone() {
	if (observer) {
		[observer finishObserving];
		observer = nil;
	}
}

void JoypadIPhone::start_processing() {
	if (observer) {
		[observer startProcessing];
	}
}

@interface JoypadIPhoneObserver ()

@property(assign, nonatomic) BOOL isObserving;
@property(assign, nonatomic) BOOL isProcessing;
@property(strong, nonatomic) NSMutableDictionary *connectedJoypads;
@property(strong, nonatomic) NSMutableArray *joypadsQueue;

@end

@implementation JoypadIPhoneObserver

- (instancetype)init {
	self = [super init];

	if (self) {
		[self godot_commonInit];
	}

	return self;
}

- (void)godot_commonInit {
	self.isObserving = NO;
	self.isProcessing = NO;
}

- (void)startProcessing {
	self.isProcessing = YES;

	for (GCController *controller in self.joypadsQueue) {
		[self addiOSJoypad:controller];
	}

	[self.joypadsQueue removeAllObjects];
}

- (void)startObserving {
	if (self.isObserving) {
		return;
	}

	self.isObserving = YES;

	self.connectedJoypads = [NSMutableDictionary dictionary];
	self.joypadsQueue = [NSMutableArray array];

	// get told when controllers connect, this will be called right away for
	// already connected controllers
	[[NSNotificationCenter defaultCenter]
			addObserver:self
			   selector:@selector(controllerWasConnected:)
				   name:GCControllerDidConnectNotification
				 object:nil];

	// get told when controllers disconnect
	[[NSNotificationCenter defaultCenter]
			addObserver:self
			   selector:@selector(controllerWasDisconnected:)
				   name:GCControllerDidDisconnectNotification
				 object:nil];
}

- (void)finishObserving {
	if (self.isObserving) {
		[[NSNotificationCenter defaultCenter] removeObserver:self];
	}

	self.isObserving = NO;
	self.isProcessing = NO;

	self.connectedJoypads = nil;
	self.joypadsQueue = nil;
}

- (void)dealloc {
	[self finishObserving];
}

- (int)getJoyIdForController:(GCController *)controller {
	NSArray *keys = [self.connectedJoypads allKeysForObject:controller];

	for (NSNumber *key in keys) {
		int joy_id = [key intValue];
		return joy_id;
	}

	return -1;
}

- (void)addiOSJoypad:(GCController *)controller {
	//     get a new id for our controller
	int joy_id = Input::get_singleton()->get_unused_joy_id();

	if (joy_id == -1) {
		printf("Couldn't retrieve new joy id\n");
		return;
	}

	// assign our player index
	if (controller.playerIndex == GCControllerPlayerIndexUnset) {
		controller.playerIndex = [self getFreePlayerIndex];
	}

	// tell Godot about our new controller
	Input::get_singleton()->joy_connection_changed(joy_id, true, String::utf8([controller.vendorName UTF8String]));

	// add it to our dictionary, this will retain our controllers
	[self.connectedJoypads setObject:controller forKey:[NSNumber numberWithInt:joy_id]];

	// set our input handler
	[self setControllerInputHandler:controller];
}

- (void)controllerWasConnected:(NSNotification *)notification {
	// get our controller
	GCController *controller = (GCController *)notification.object;

	if (!controller) {
		printf("Couldn't retrieve new controller\n");
		return;
	}

	if ([[self.connectedJoypads allKeysForObject:controller] count] > 0) {
		printf("Controller is already registered\n");
	} else if (!self.isProcessing) {
		[self.joypadsQueue addObject:controller];
	} else {
		[self addiOSJoypad:controller];
	}
}

- (void)controllerWasDisconnected:(NSNotification *)notification {
	// find our joystick, there should be only one in our dictionary
	GCController *controller = (GCController *)notification.object;

	if (!controller) {
		return;
	}

	NSArray *keys = [self.connectedJoypads allKeysForObject:controller];
	for (NSNumber *key in keys) {
		// tell Godot this joystick is no longer there
		int joy_id = [key intValue];
		Input::get_singleton()->joy_connection_changed(joy_id, false, "");

		// and remove it from our dictionary
		[self.connectedJoypads removeObjectForKey:key];
	}
}

- (GCControllerPlayerIndex)getFreePlayerIndex {
	bool have_player_1 = false;
	bool have_player_2 = false;
	bool have_player_3 = false;
	bool have_player_4 = false;

	if (self.connectedJoypads == nil) {
		NSArray *keys = [self.connectedJoypads allKeys];
		for (NSNumber *key in keys) {
			GCController *controller = [self.connectedJoypads objectForKey:key];
			if (controller.playerIndex == GCControllerPlayerIndex1) {
				have_player_1 = true;
			} else if (controller.playerIndex == GCControllerPlayerIndex2) {
				have_player_2 = true;
			} else if (controller.playerIndex == GCControllerPlayerIndex3) {
				have_player_3 = true;
			} else if (controller.playerIndex == GCControllerPlayerIndex4) {
				have_player_4 = true;
			}
		}
	}

	if (!have_player_1) {
		return GCControllerPlayerIndex1;
	} else if (!have_player_2) {
		return GCControllerPlayerIndex2;
	} else if (!have_player_3) {
		return GCControllerPlayerIndex3;
	} else if (!have_player_4) {
		return GCControllerPlayerIndex4;
	} else {
		return GCControllerPlayerIndexUnset;
	}
}

- (void)setControllerInputHandler:(GCController *)controller {
	// Hook in the callback handler for the correct gamepad profile.
	// This is a bit of a weird design choice on Apples part.
	// You need to select the most capable gamepad profile for the
	// gamepad attached.
	if (controller.extendedGamepad != nil) {
		// The extended gamepad profile has all the input you could possibly find on
		// a gamepad but will only be active if your gamepad actually has all of
		// these...
		_weakify(self);
		_weakify(controller);

		controller.extendedGamepad.valueChangedHandler = ^(GCExtendedGamepad *gamepad, GCControllerElement *element) {
			_strongify(self);
			_strongify(controller);

			int joy_id = [self getJoyIdForController:controller];

			if (element == gamepad.buttonA) {
				Input::get_singleton()->joy_button(joy_id, JoyButton::A,
						gamepad.buttonA.isPressed);
			} else if (element == gamepad.buttonB) {
				Input::get_singleton()->joy_button(joy_id, JoyButton::B,
						gamepad.buttonB.isPressed);
			} else if (element == gamepad.buttonX) {
				Input::get_singleton()->joy_button(joy_id, JoyButton::X,
						gamepad.buttonX.isPressed);
			} else if (element == gamepad.buttonY) {
				Input::get_singleton()->joy_button(joy_id, JoyButton::Y,
						gamepad.buttonY.isPressed);
			} else if (element == gamepad.leftShoulder) {
				Input::get_singleton()->joy_button(joy_id, JoyButton::LEFT_SHOULDER,
						gamepad.leftShoulder.isPressed);
			} else if (element == gamepad.rightShoulder) {
				Input::get_singleton()->joy_button(joy_id, JoyButton::RIGHT_SHOULDER,
						gamepad.rightShoulder.isPressed);
			} else if (element == gamepad.dpad) {
				Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_UP,
						gamepad.dpad.up.isPressed);
				Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_DOWN,
						gamepad.dpad.down.isPressed);
				Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_LEFT,
						gamepad.dpad.left.isPressed);
				Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_RIGHT,
						gamepad.dpad.right.isPressed);
			}

			if (element == gamepad.leftThumbstick) {
				float value = gamepad.leftThumbstick.xAxis.value;
				Input::get_singleton()->joy_axis(joy_id, JoyAxis::LEFT_X, value);
				value = -gamepad.leftThumbstick.yAxis.value;
				Input::get_singleton()->joy_axis(joy_id, JoyAxis::LEFT_Y, value);
			} else if (element == gamepad.rightThumbstick) {
				float value = gamepad.rightThumbstick.xAxis.value;
				Input::get_singleton()->joy_axis(joy_id, JoyAxis::RIGHT_X, value);
				value = -gamepad.rightThumbstick.yAxis.value;
				Input::get_singleton()->joy_axis(joy_id, JoyAxis::RIGHT_Y, value);
			} else if (element == gamepad.leftTrigger) {
				float value = gamepad.leftTrigger.value;
				Input::get_singleton()->joy_axis(joy_id, JoyAxis::TRIGGER_LEFT, value);
			} else if (element == gamepad.rightTrigger) {
				float value = gamepad.rightTrigger.value;
				Input::get_singleton()->joy_axis(joy_id, JoyAxis::TRIGGER_RIGHT, value);
			}
		};
	} else if (controller.microGamepad != nil) {
		// micro gamepads were added in OS 9 and feature just 2 buttons and a d-pad
		_weakify(self);
		_weakify(controller);

		controller.microGamepad.valueChangedHandler = ^(GCMicroGamepad *gamepad, GCControllerElement *element) {
			_strongify(self);
			_strongify(controller);

			int joy_id = [self getJoyIdForController:controller];

			if (element == gamepad.buttonA) {
				Input::get_singleton()->joy_button(joy_id, JoyButton::A,
						gamepad.buttonA.isPressed);
			} else if (element == gamepad.buttonX) {
				Input::get_singleton()->joy_button(joy_id, JoyButton::X,
						gamepad.buttonX.isPressed);
			} else if (element == gamepad.dpad) {
				Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_UP,
						gamepad.dpad.up.isPressed);
				Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_DOWN,
						gamepad.dpad.down.isPressed);
				Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_LEFT, gamepad.dpad.left.isPressed);
				Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_RIGHT, gamepad.dpad.right.isPressed);
			}
		};
	}

	///@TODO need to add support for controller.motion which gives us access to
	/// the orientation of the device (if supported)

	///@TODO need to add support for controllerPausedHandler which should be a
	/// toggle
}

@end